I don't want to derange/bump my posts too much. But here are news on development of my 9sMods:
I am still building my voxel virtual desktop engine to play/mod Void Expanse using my mods and heightmaps as textures in void expanse... I did release a demo of how capable it would be with a little bit more time. I am undone, in fact, not even started in making the heightmaps textures for use in game. I also wanted to bring in some Voice Recognition for AI commands to my drones in the mod i created. You know that in the beginning, i was building my engine just for using my mods of Void Expanse and keeping on developing them. It's just that no one has been helping me whatsoever and i didn't request any help. and it was long to code. i needed a voxel level to surround the player when playing on the voxel virtual desktop to make it even cooler. I understand that my engine has been taking a long time to develop, but there was no one else that could've coded it for me, not that there is a lack of talent on the contrary, but more like who to ask and who would find the time and the money to develop this for me so that i can mod more of Void Expanse with it. So anyway, so i had to code it myself. Also, it just happened to be a much bigger project than i had anticipated at first.
Anyway, i hope the community of Void Expanse has at least tried one of my meddley mods projects for Void Expanse here . nothing was perfect, but it gets someone started in modding void expanse themselves and having a few scripted ideas on how to mod Void Expanse in the most basic form (but they are tutorial drafts, and you can tell by my lack of comments - call them my good waypoints as i develop my scripts that i have left myself and the community to have a basic idea of "how does it work/how to script it/tutorial" when they would Mod Void Expanse). Void Expanse is a great game with infinite possibilities already. But being entirely dedicated to modding it when you know nothing of programming, is difficult and i can't multiply time to work more in programming to achieve more. It takes more time to learn from programmer to programmers as everyones different.
My current engine doesn't make use of a thread pool working on data coming from queues but more like dedicated threads working instantly on arrays passed from the UI thread without queuing (i am trying somewhat of a mechanical gears program architecture by frame - clock-work or more like frame-work? - where all dedicated threads are started once from inside any function and keep working on the data that the UI thread passes on top of it where the thread never misses a single frame that the UI thread is working on, just like the sequence of a gear train/transmission) . It's pretty fast to change the heightmaps value of the voxels to make it look like embossed. But until i build deferred rendering into it, it won't have a good enough performance on old computers. So i gotta keep working on it. Then i'll return to modding void expanse. Now that i am getting there, to a comfortable point where i am trying to develop chunked voxel instancing with deferred rendering, i am hoping to get out of hiatus on modding void expanse in 2022-2023.
Also, i apologize for my recent 3 posts in other threads for intermittent requests to Atomic Torch for help for my Void Expanse savegame error that happens in my 9sMods series. I am unsure about why the salvaging device mod that i made that uses storage.global seems to be causing an issue that i will investigate while i rebuild my mod from scratch. Using the salvaging device once, only once, makes the automatic savegame crash and has been for me. Maybe it's something that i don't understand about Javascripts EcmaScript 5 functions hierarchy where i have too many scripts intertwined within each other that it causes an issue with the memory or the data in my arrays or something... And this error has been plaguing my mods from ever since i started modding Void Expanse, it's happened to me in my galaxy market release, my interior station release, my drone release, etc... It comes and goes, when i start getting that error, i have to revert sometimes a lot of code parts to older backups and restart from scratch because i never found/pinpointed the true culprit of that error in my scripts... But the more that i would mod Void Expanse, the more i would want to mod it without stopping and my Virtual Desktop project that englobes moddable games would fall behind (englobes? for being a template on how to use an external engine with a moddable game) .
My voxel heightmaps Virtual Desktop overlay, where you can see Void Expanse in Voxels can be downloaded here:
https://github.com/ninekorn/sccs-heightmaps-virtualdesktop-SharpDX11.1/blob/main/README.mdYou can see yourself play Void Expanse, in voxels... if that makes more sense? Or let's say, your video game has it's screen copied into my engine and from there, i apply voxel displacement values based on the color data that i receive from the screen copy (where with time i could incorporate more logic to simply using the color values and dividing the rgb by 3), but doing this still gives good result (i used as reference an article on the web about using color values rgb for heightmaps if we have no other alternatives that i will put here some other time, and also the rastertek C# samples have a heightmaps example)
Void Expanse on this Virtual Desktop Voxel Instancing Directx11.1 software:




steve chassé aka ninekorn

Edit-2022-september-09th-11h55am: As per my post on the forums a long time ago here:
https://forums.atomictorch.com/index.php?topic=1361.msg9628#msg9628I mentioned my transparent backgrounds tests in void expanse using my virtual desktop engine. But back then in March 31 2021, it wasn't like my recent successes in making a better voxel virtual desktop. I succeeded this year and released my first revision 1.0 in march/april 2022. This is release 1.17932 of my idea on draft for using the voxel instancing virtual desktop engine (my engine, this one, the only, the original, the first on the opensourced market, homemade, genuine, legit), with a moddable game like Void Expanse to mod backgrounds images and much more. This is a draft. playable with keyboard and mouse clicks in revision 1.17920 below but without transparent backgrounds. It's also now working great using the GraphicsCapture type with microsoft edge and having voxel heightmaps activated at the beginning of a capture because of my newly developed F11 fullscreen browser logic but it's not perfect yet. Currently, i am not signing my binaries as i do not know how to do that yet and that is something i will try and do in a near future. Mouse clicks and keyboard clicks get straight through to the game or browser without any interference as i use my engine as an overlay transparent to let microsoft's internal mouse and keyboard clicks go through. This makes sure that it's not required to use pinvoke to send keyboard clicks or mouse clicks to a game or browser.
Compatibility tested:
OS: Microsoft Windows 11
GPU: MSI RX570 and EVGA GTX 960
CPU: Ryzen 2600
Ram: 8GB
My void expanse transparent background mod clean startup:
https://github.com/ninekorn/sccs-heightmaps-virtualdesktop-SharpDX11.1/tree/main/Void%20Expanse/9zModzor my 9smods/invasion draft google download link is here but you need to disable the DLC to make this work if it works for you as it doesn't work properly for me now.
https://drive.google.com/file/d/1VefBUM3YC4zeJGGVyN_aS5DzZYOJneAH/view?usp=sharingMy voxel instancing virtual desktop engine revision 1.17932. It is a draft, there are some artifacts and the menu UI pixels color is all messed up, i know and i will try and work on that:
https://github.com/ninekorn/sccs-heightmaps-virtualdesktop-SharpDX11.1/tree/main/sccsr14-heightvd-wgrids-1.17932-win11v48%20-%20ve%20modding%20drafthttps://github.com/ninekorn/sccs-heightmaps-virtualdesktop-SharpDX11.1/tree/main/sccsr14-heightvd-wgrids-1.17932-win11v48%20-%20ve%20modding%20draft%20backupMy revision 1.17920 with enabled mouse/keyboard clicks for games and browsers. I didn't include transparent backgrounds in this revision but it can be done easily with a few modifications in the shader:
https://github.com/ninekorn/sccs-heightmaps-virtualdesktop-SharpDX11.1/tree/main/sccsr14-heightmapsvirtualdesktop-allinone-wgrids-1.17920-win11v48https://github.com/ninekorn/sccs-heightmaps-virtualdesktop-SharpDX11.1/tree/main/sccsr14-heightmapsvirtualdesktop-allinone-nogrids-1.17920-win11v48please understand that this is a concept/prototype/experimental mod for when playing Void Expanse. I am not done developing this yet.
Edit-2023feb21: Hello everyone. I am sad to say that i quit developing my heightmaps voxel virtual desktop for using with Void Expanse. I streamed the reason why and you can read the reasons for my decision here:
https://www.patreon.com/posts/79005918?pr=trueI might keep working on modding void expanse in the future, but not void expanse's background with my current heightmaps voxel virtual desktop solution. My original Voxel heightmap virtual desktop should work for when playing Void Expanse but i won't develop more in terms of background modification. It just doesn't work as well as i thought that it would for the moment. Thank you for understanding. I will keep on trying to mod void expanse's icon for the onboard computer icon recognition that works well, and maybe for the station's interiors virtual desktop screens.
EDIT-2023April23: current revision of my voxel virtual desktop is rev13131 and is available here
https://github.com/ninekorn/sccs-vvd-hd/tree/main/Releases/revision13131/sccsvvdhd-rev13131-BACKUP . Please be careful as there was an antivirus Avira HEUR/APC malware detection when compiling my solution. I don't know why and where that there could be a malware. Maybe it's because i didn't binary sign my files. In this revision you have access to a better program than before. The menu is more responsive and accessible from pressing F9, and the camera during gameplay can only be moved and rotated when the menu is enabled. Also, you now have "dashboard figurines" that point towards the mouse cursor and when the left mouse button is pressed, the voxel human ik rig hands are clenching and the index finger is pointing towards the voxel virtual desktop. I hope you like this new revision.




